This is for people to farm Norn title reputation points really quickly as a team by vanquishing Varajar Fells outside of Olafstead. This team allows every profession the chance to participate. Each run takes an average of <30 min and gains people around 20k reputation each run.

Overview

Lake Solo

1x/ Wastrel's Spam

Berserk Duo

1x/ Tank

1x/ VoS

Modniir Team

3x/ WotA

1x/ Glyph Seeder

1x/ CTT Bonder

Tips

Every shrine other than the first can be taken after the run is completed, however you might waste some points on getting rank ups to your hunt. An explanation of how the shrines and bounties work can be found HERE.

If you choose to wait until after to get all the shrines, still look out for Vaettir spawns.

All Vaettir spawns should try and be avoided. See map below for more details.

The Path to Revelations quest should be active for quicker runs, however if nobody in the team has it active, wait until everyone is together at the end to fight Nifling.

If Jormungand spawns somewhere in the map, wait for the whole team to be together to fight it. However, it is super rare and probably will never be an issue.

Over where all of the routes end, where Nifling or The Path to Revelations is, the whole area spawns Smoke Phantoms one at a time so be prepared if you choose to go in.

The Ele Imp Boss will not spawn unless all other Imps in the map have been slain. (See Lake Solo for more details).

The Dervish Minotaur Boss maybe patrol all the way into the Modniir area. He will die on his own if you do not engage him there. (See Berserk Duo, Modniir Team, and Lake Solo for more details).

Vaettir Spawn Map

Yellow stars show groups that will always spawn if you walk into agro range.

Orange stars show that anywhere in a large area around them, 1 Vaettir has a random and really low chance to spawn. Usually 1 every 5 runs might spawn. It is only one so you can kill it and focus it first.

For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 7 damage and an additional 7 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill.

A martial weapon with 20% longer enchantment mod and an inscription "I Have The Power" for +5 energy. (The other mod does'nt matter, better to not have one). This combined with a shield that has a shield handle with +45 health while enchanted and an inscription "Leaf on the Wind" for +10 armor vs cold.

Req 9 Daggers with 20% longer enchantment mod, Zealous or Vampiric depending on if you have energy issues or want to do more damage, and +5 energy inscription.

Scythe with 20% longer enchantment mod, Zealous or Vampiric depending on if you have energy issues or want more damage with autos, and +5 energy inscription.

Guide

For 5..18..22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5..21..26 damage with a single skill or attack.

For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 1..8..11 damage and an additional 1..8..11 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill.

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on as many targets as quickly as possible as you can by using the tab key.

Run down and grab the pink shrine and make your way to the south lake. Make sure to look at the vaettir spawn map so you do not pop any vaettir when grabbing imps. If you do pop any vaettir along your way leave them for the berserk duo. The will be a patrolling group of minotaurs on the south side of the lake. Make sure to not grab them or you will die. To ball ice imps and elementals together, you must first ball the ice imps, then pull the elementals into them. Elementals have half the attack range ice imps do. Once the imps are balled just run through them and watch closely as the elementals pull into them. Make your way around the lake counter clock wise to avoid the vaettir spawns on the west side. Once you get all the way around grab the green shrine and make sure any imps fighting modniir die before heading to the north lake. Ignore any modniir you might encounter. Once you get to the north lake start balling the imps and elementals and make your way north. Make sure to kill the small group of imps at the top of the lake by the yellow shrine. If you miss any imps the boss will not spawn. Go ahead and grab the yellow shrine and make your way to the purple shrine. By the time you grab the purple shrine there should only be one group of imps left in the corner by the cave. Grab them and pull them out because where you intially grab them is where the boss spawn is and you do not want to aggro him yet. Once you kill the small group the boss group will spawn (if he does not then you missed an imp somewhere around one of the lakes), ignore him and go into the cave. Grab everything in the cave in one pull and spike it. You can then grab the orange shrine and head back to the boss group and kill it. Then you are done. You can go help other teams or grab any of the blue shrines left or ones you did not grab before. Asterius may patrol all the way over to the green shrine, if you see him, do not engage him, he will die on his own and will kill you if you agro him.

For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 6 damage and an additional 6 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill.

For 20 seconds, target other ally's weapon strikes for +15..20 damage and has a 28..40% chance to cause knock down.

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Optional Skills

In testing

Equipment

Weapons

Martial weapon with +5e and 20% enchant, and a shield with +45 health while enchanted and +10 armor vs slashing(???).

Armor

Armor should have +3 +1 shadow head piece with a +50 health on chest and the rest runes of energy +2 and all pieces with blessed insignias.

Pcons

Do not use cupcake or agro will break really easily.

It is helpful to use candy apple for the extra health but nothing is needed.

Guide

Skill Usage

After you ball, walk backwards towards the VoS, ping the closest enemy infront of you, put GDW on the VoS (they should be in range) then cast standard. Never ping an Aurochs because they have self hex removal too. Depending on which mesmer spawns at the end in the Jotun cave, use standard and dagger it down before the VoS spikes. The Bladeturners need to be daggered only. After clearing all of the Minotaur area head over to the lake near the first shrine and continue killing things including the griffons on the hill. Do not grab too many of they will kill you.

For 3..10..13 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 5..17..21 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 20..84..105 Health.

Optional Skills

Equipment

Q9 Scythe with 15% damage while enchanted, vampiric or zealous, and 20% enchant.

Armor should have +3 +1 earth prayers head piece with a +50 health on chest and + 2 scythe on some piece, and the rest runes of energy +2. All pieces should have windwalker insignias.

Usage

Follow the tank, when he pings, pre cast your enchants and then cast your hexes on the pinged target at max cast range, then EE in to him and eremites the targeted enemy. You need to cast Blood Bond first that way if there is an Aurochs in the group, it will use its hex removal before Mark of Pain is cast. After you kill everything in the area head towards the other part of the lake where the first shrine is and head east to the griffon hill. Watch for vaettir spawns, as some might be popped by enemies or automatically before even getting there. Kill the one group of Minotour and the left over imps or elementals the lake solo has not got to yet. Then kill the Griffons on the hill. Becareful as the tank cannot tank too many of them at once while standing still.

Routes

Different color dots mean different things

Yellow dots show Vaettir Spawns, which you should avoid at all costs unless your team chooses to pop for shrines.

Pink dot is first shrine to grab.

Green dot is second shrine to grab.

Blue/Purple dot is third or fourth shrine, up to you. Quickest to grab purple first when killing imps over there if you choose to grab it at all during the run.

Purple dot will spawn vaettir so if you choose to get it, be prepared.

Orange is last shrine and will most likely spawn vaettir getting to it. Always optional.

Shrines can be taken in any order after the first only if the team is okay with adding more time, if you can run and take them yourself after the run that way nobody has to wait on you.

For 37 seconds, you have an additional 16% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.

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Equipment

daggers with vampiric, +5 energy with attribute +1 20% chance.

Armor should have +3 +1 crit head piece, +3 dagger, +50hp, the rest energy +2 and all pieces with blessed insignias.

Usage

Run and kill all the Modniir groups, keep IAU up on cool down, use asura scan on the warriors and elementals. Make sure if the monks get weird aggro to focus on protecting them. If vaettirs pop focus them first. After all of the Modniirs are killed make your way to the griffons in the back corner. Do not over aggro griffons.

Optional WotA Proffession Builds

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Whatever allows you to keep energy and still spam dagger skills/do damage with auto attacks works.

While you maintain this Enchantment, Monk Enchantments you cast last 37% longer.You get healed for 51 Health.

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Equipment

Staff with +5 energy, +5 energy while enchanted, and 20% enchant.

Armor would be a divine head piece with +3 +1 divine favor, a +50 health on chest, and the rest energy runes and insignias.

Usage

Cast blessed aura, then cast essence bond on all the melees, and then holy veil on all the melees. Make sure to use blessed signet to gain energy. During the fighting use glyph of renewal then seed on the Mo/P. Do not use seed without glyph first unless for emergancy. Use dwaynas kiss on people who need a large amount of health healed. Make sure to keep GDW on the melees.

While you maintain this Enchantment, damage dealt to target other ally is reduced by 50%. If your Health is below 50% when that ally takes damage, Life Barrier ends.Target ally gets healed for 48 Health.

While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 30.Target ally gets healed for 48 Health.

While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)Target ally gets healed for 48 Health.

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Equipment

Staff with +5 energy, +5 energy while enchanted, and 20% enchant.

Armor should be +3 +1 divine, prot, and smite head piece, +50 health on chest, the rest all energy runes and insignias.

Usage

Put prot head piece on and cast life barrier then life bond on the three melees, using blessed signet as much as possible for energy management. Then cast balthazar's spirit on yourself and swap to your smite head piece and cast strength of honor on the three melees. Make sure to keep using blessed signet for energy management on cool down. Then after casting all the enchants swap to your divine favor head piece, and use CTT when the melees IAU runs out or use it if you get aggro. Use GDW on the melees when you can. Use seed on a melee if you need extra healing.

Guide Map

Different color dots mean different things

Yellow dots show Vaettir Spawns, which you should avoid at all costs unless your team chooses to pop for shrines.

Pink dot is first shrine to grab.

Green dot is second shrine to grab.

Blue dot is third shrine.

Purple dot is fourth shrine.

Orange is last shrine.

Shrines can be taken in any order after the first only if the team is okay with adding more time, if you can run and take them yourself after the run that way nobody has to wait on you.

Gamepedia

Tools

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